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-rw-r--r--doc/classes/PhysicsShapeQueryParameters2D.xml49
1 files changed, 32 insertions, 17 deletions
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 93ca684b95..8b006c68e7 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="PhysicsShapeQueryParameters2D" inherits="Reference" version="4.0">
+<class name="PhysicsShapeQueryParameters2D" inherits="RefCounted" version="4.0">
<brief_description>
Parameters to be sent to a 2D shape physics query.
</brief_description>
<description>
- This class contains the shape and other parameters for 2D intersection/collision queries. See also [PhysicsShapeQueryResult2D].
+ This class contains the shape and other parameters for 2D intersection/collision queries.
</description>
<tutorials>
</tutorials>
@@ -17,16 +17,16 @@
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
- <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647">
- The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
+ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
- <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]">
+ <member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
The list of objects or object [RID]s that will be excluded from collisions.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape.
</member>
- <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2( 0, 0 )">
+ <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)">
The motion of the shape being queried for.
</member>
<member name="shape" type="Resource" setter="set_shape" getter="get_shape">
@@ -34,21 +34,36 @@
</member>
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
- [codeblock]
- var shape_rid = PhysicsServer2D.circle_shape_create()
- var radius = 64
- PhysicsServer2D.shape_set_data(shape_rid, radius)
+ [codeblocks]
+ [gdscript]
+ var shape_rid = PhysicsServer2D.circle_shape_create()
+ var radius = 64
+ PhysicsServer2D.shape_set_data(shape_rid, radius)
- var params = PhysicsShapeQueryParameters2D.new()
- params.shape_rid = shape_rid
+ var params = PhysicsShapeQueryParameters2D.new()
+ params.shape_rid = shape_rid
- # Execute physics queries here...
+ # Execute physics queries here...
- # Release the shape when done with physics queries.
- PhysicsServer2D.free_rid(shape_rid)
- [/codeblock]
+ # Release the shape when done with physics queries.
+ PhysicsServer2D.free_rid(shape_rid)
+ [/gdscript]
+ [csharp]
+ RID shapeRid = PhysicsServer2D.CircleShapeCreate();
+ int radius = 64;
+ PhysicsServer2D.ShapeSetData(shapeRid, radius);
+
+ var params = new PhysicsShapeQueryParameters2D();
+ params.ShapeRid = shapeRid;
+
+ // Execute physics queries here...
+
+ // Release the shape when done with physics queries.
+ PhysicsServer2D.FreeRid(shapeRid);
+ [/csharp]
+ [/codeblocks]
</member>
- <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
+ <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D(1, 0, 0, 1, 0, 0)">
The queried shape's transform matrix.
</member>
</members>